using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;

/**
*@file       GameSyncReciever.cs
*@brief      process message GameSync
*
*@author     graywind
*@version    1.0.0.1
*@data       2012/3/16
*/

//process GameSync
public class OnGameSync
{
    /// <summary>
/// process message
    /// </summary>
    /// <param name="op">message operator</param>
    /// <param name="session_id">session identifier</param>
    /// <param name="msg_buffer">message buffer</param>
    /// <param name="msg_bytes">buffer length</param>
    public static void OnMapping(IMessageOperator op, Int32 session_id, byte[] msg_buffer, UInt32 msg_bytes)
    {
        //TODO
        gamesync.GameSyncMain mainMsg = ProtoNet<gamesync.GameSyncMain>.CreateFromBytes(msg_buffer, msg_bytes);
        GameSyncProcessor.ProcessMessage(op, session_id, (uint)mainMsg.SubId, mainMsg.SubBuffer, mainMsg.SubBuffer != null ? (UInt32)mainMsg.SubBuffer.Length : 0);
    }
}

//register callback
partial class MessageProcTypes<ProcType, MessageProc>
{
        [MessageProcType((int)NetMessageTypes.MessageType.GameSync)]
        public static NetMessageProcessor.NetMessageTabFunc GameSyncProc = new NetMessageProcessor.NetMessageTabFunc(OnGameSync.OnMapping);
}
